There has been a lot of silence about the sound in this forum, that continues to cast a shadow over us and keep us in the dark.
But..., with games like the amazingly fun, incredible, perfect, terrifing, smashing, etc, Rock Band and Guitar Hero, sound quality has become more and more important these days.
In fact, some songs of these games can take up lots of space, 50 or more MBs worthy of data.
Moreover, the tracks (DLC or the ones included in the disc) have better quality than retail CDs!, with a far better dynamic range as Universal pointed out when the new album "Death Magnetic" from Metallica came out as DLC for Guitar Hero 3.
http://www.guardian.co.uk/music/2008/sep/17/metallica.guitar.hero.loudness.war
Some guy which name is Alexander Brandon interviewed Gene Semel (audio director of SCEA) and Brian Schmidt (head of the Xbox audio team). It's a very interesting interview and seeing what both developers have to say about their respective systems is pretty enlightening.
http://www.gamasutra.com/view/feature/3814/nextgen_audio_squareoff_.php
In fact, some songs of these games can take up lots of space, 50 or more MBs worthy of data.
Moreover, the tracks (DLC or the ones included in the disc) have better quality than retail CDs!, with a far better dynamic range as Universal pointed out when the new album "Death Magnetic" from Metallica came out as DLC for Guitar Hero 3.
http://www.guardian.co.uk/music/2008/sep/17/metallica.guitar.hero.loudness.war
Audiophile fans of Metallica shouldn't bother buying copies of their new album, Death Magnetic. According to one analyst, the record sounds better in the Guitar Hero video game.
"On purchasing our CD ... we gave the disc a spin and couldn't help wondering if our office headphones were faulty as the kick and snare drum seemed to be audibly clipping, along with some of the palm-muted guitar parts," wrote Chris Vinnecombe, guitar editor of music-making website MusicRadar.
The sound issues are a result of the "loudness war" - an ongoing industry effort to make recordings as loud as possible, so that on cursory listens tracks leap forcefully from the speakers. While any album can just have its volume turned up on your stereo, records like Death Magnetic have their audio compressed, making them inherently louder at the expense of dynamic range and sound quality.
The CD version of Death Magnetic takes this to an extreme, pushing the compression past the point of distortion. The version used on the Guitar Hero videogame, where players can solo along with James Hetfield and Kirk Hammett, has been mixed differently - with far better dynamic range. The videogame version of the record was made available last week, as an $18 (£9) download.
Mastering engineer Ian Shepherd's analysis of the two versions - shown as graphical waveforms - makes the CD version's hyper-compression acutely visible.
While there is no official response from the famously cantankerous Metallica camp, the engineer who mastered Death Magnetic is apparently as frustrated as the fans.
"I'm certainly sympathetic to your reaction," said Ted Jensen, head engineer at Sterling Sound, quoted on the Metallica forum. "I get to slam my head against that brick wall every day. In this case, the mixes were already brick-walled before they arrived at my place. Suffice to say I would never be pushed to overdrive things as far as they are here."
"Believe me I'm not proud to be associated with this one, and we can only hope that some good will come from this in some form of backlash against volume above all else."
Some guy which name is Alexander Brandon interviewed Gene Semel (audio director of SCEA) and Brian Schmidt (head of the Xbox audio team). It's a very interesting interview and seeing what both developers have to say about their respective systems is pretty enlightening.
http://www.gamasutra.com/view/feature/3814/nextgen_audio_squareoff_.php